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Skill checks (media.piefed.world)

(in D&D at least)

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[-] Hegar@fedia.io 53 points 1 day ago

D&D has all the money in the entire hobby, basically, and they still make terrible design decisions like this.

Rolling a nat 20 and getting a crit is the jackpot of d&d mechanics. Don't design a system where sometimes you hit the jackpot but don't win anything. That's an objectively bad choice to make.

[-] DaedalousIlios@pawb.social 27 points 1 day ago

I 90% agree. I think most of the opposition to this comes from people exhausted with habitual boundary-pushers who think that a nat 20 means they can get away with defying the laws of reality.

Like, no, a nat20 persuasion does not convince the merchant to give you half his stock and all the money in the register... He would go broke and he's got a family to support, along with his own survival that your nat20 does not also convince him to stop caring about.

But at the end of the day, a lot of GMs who are sick of that need to be sent the dictionary page for the word "no." The occasional use of it really does improve the quality of the game, and I'm sure plenty of players will appreciate not letting aforementioned boundry pushers continue to waste time on impossible pursuits that do nothing to move the game forward.

[-] Randomgal@lemmy.ca 13 points 1 day ago

I've seen this easily solved by assuming the 20 succeedes but the DM decides how exactly.

"Okay. The dragon loves you know. They realize you have their old lover's eyes. You remember this too. Old tales in your family that you thought were a joke. You are apparently related. And they do love you now."

If you can't trust your players to act like adults and show some basic maturity. That's a different issue.

[-] DaedalousIlios@pawb.social 9 points 1 day ago

This is also a great way to handle it; malicious compliance/monkey paw. Makes for some humorous moments.

And yeah, if a player is constantly having to be told no, a talk may need to be had, and if it can't be resolved, they probably need to go. It's also a reason why Session 0's are so important; talking out what's expected of the campaign both on the part of the players and what the GM has in mind.

[-] Corn@lemmy.ml 5 points 1 day ago

Having that 1 player being stalked by a horny dragon for the rest of the game, just in case.

[-] jawa22 6 points 1 day ago

D&D is that way, though. Every time you see a natural 20 for anything that isn't an attack does not automatically succeed unless people are using homegrown, which they often are.

[-] JackbyDev@programming.dev 7 points 1 day ago

You need to qualify this statement with what you believe should happen on a nat 20.

[-] Hegar@fedia.io 9 points 1 day ago

what you believe should happen on a nat 20.

Consistency.

My point is that setting up the expectation of a moment of triumph and then diluting it with exceptions is going to create moments of disappointment at the table.

If a nat 20 is going to be a big win it should always be a big win. That's so intuitively true that most people just play that way despite the rules.

[-] kattfisk@lemmy.dbzer0.com 2 points 19 hours ago

Well DnD consistently doesn't have criticals outside of attack rolls and death saves.

Like the person you replied to asked, what would you even expect to happen on an ability crit? If the DM only lets you roll on things that would be possible for you, then you would succeed on a 20 anyway. If the DM lets you roll on impossible things, then you have a 5% of doing the impossible. Neither option is good.

I absolutely let a 20 or 1 have extra effect whenever it makes sense and feels right. But having it be a core rule would be a PITA.

Not to mention that it would make skill checks even more driven by randomness, which is already a problem.

[-] Hegar@fedia.io 2 points 19 hours ago

what would you even expect to happen on an ability crit?

Extra information, owed a favour, make a friend, get a small reward, get a clue to a larger reward, impress someone important, uncover a secret, get forewarning of a danger, hinder a rival, gain advantage on something, opponent is exhausted/confused/embarrassed and must pass a saving throw to act...

Skill check crits would be just like combat crits except there's way more scope for fictional as well as mechanical benefits.

[-] JackbyDev@programming.dev 2 points 9 hours ago

That's still not clear what you mean, all of those things are typically the results of a success. Do you mean nat 20 should always succeed? Do you mean nat 20 should always be a success with extra benefits? Do you mean nat 20 should always give you a side benefit even if it fails? You need to be more clear.

this post was submitted on 06 Sep 2025
387 points (100.0% liked)

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